PLEASE READ: Public Beta Guidelines and Change List

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

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TheTomDude
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RE: PLEASE READ: Public Beta Guidelines

Post by TheTomDude »

ORIGINAL: TheTomDude

Fantastic patch. Many thanks.

- What about the "PT TFs not leaving a conquered port" or "No scuttling of costal ships in conquered port" problem? Will this be in the patch? Can't find it on the list.

Has this been taken care of Erik?
Thanks
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NormS3
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RE: PLEASE READ: Public Beta Guidelines

Post by NormS3 »

Ok, quick questions

All I have to add to the quick start link is a -w at the end in order to run the game windowed?

so it would look like this

C:\Matrix Games\War in the Pacific Admiral's Edition\War in the Pacific Admiral Edition.exe" -w

Does this mean that the game can only be run windowed?

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Templer_12
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RE: PLEASE READ: Public Beta Guidelines

Post by Templer_12 »

-fd switch is for [&:]

The manual write: -fd : Full screen, daily autosave.

I´m running WitP:AE without using this switch in the command line.
I get full screen and daily autosave. So why this option (-fd) exists?
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Erik Rutins
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RE: PLEASE READ: Public Beta Guidelines

Post by Erik Rutins »

Normally, you run full screen and the autosave is overwritten every day. If you use -fd, an ongoing sequence of autosaves are saved in the /autosave sub-folder of your save folder. They don't overwrite, you get a continuing archive.
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PzB74
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RE: PLEASE READ: Public Beta Guidelines

Post by PzB74 »

Actually AndyMac tells me that Scen 2 now has a substantially increased Japanese starting air xp!
This is good news and should give Japan that extra drive and Zero scourge in the early war that they should have! [:)]

Only catch is that we have to restart scen 2 to see the effect...!

ORIGINAL: crsutton
ORIGINAL: PzB

Zero's don't have much of an advantage in the early war at all. Can handle Beer-barrels but is already struggling against Warhawks and Wildcats. It could however be that Allied fighters are overperforming.

One of my carrier strikes went in unescorted, 10 Kates against 1 Warhawk. Over 2 intercepts I lost 7 Kates...

Lots of ppl have blown their fuses arguing against the reductions in Jap air / sea prowess, so I hope you didn't chase away all the JFBs - cause you need someone to even out the AFBs dominating presence.

Consider me a voice for those who left in protest!
(This one's for you Pauk!) [:-]

- turning of the slight irony -

Looking forward to test the new patch! Well done to fix so much in so little time [:)]
ORIGINAL: Erik Rutins



As far as we can tell, Japanese air is fine in the early war, with the exception of the Coral Sea scenario, where an issue was fixed. What else are you seeing? In all our testing the Zeros are pretty much matching their historical performance.


Right now most of us are playing the AI. Zeros do Ok in the AI game but not great. However, I just started my first pbemail campaign and there is a big difference in how things work. My experienced email opponent is usings the sweep then bomb tactics, (with rinse and repeat) and the zeros are doing a plenty good job of shooting all of my fighters out of the sky. Since most of us will end up playing email games, I would not recommend wholescale changes until there are a good number of pbemail games under way.

I was worried that Allied subs were too sucessful and that is the case in my AI games. However, my opponents skilled use of escort and ASW in our email game is causing me to think twice. Best to wait a while and see.

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Andy Mac
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RE: PLEASE READ: Public Beta Guidelines

Post by Andy Mac »

You still neeed to use tactics though they are not an I WIN button [:D][:D]
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SuluSea
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RE: PLEASE READ: Public Beta Guidelines

Post by SuluSea »

Am I the only one not being able to turn off replacements using this screen? I click toggle off replacements and the writing you see is the result.
 
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bradfordkay
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RE: PLEASE READ: Public Beta Guidelines

Post by bradfordkay »

"26. Gameplay Change: Adjustments have been made to the routine steaming damage function to make it more difficult to keep PTs at sea for long periods. It was modified to accumulate considerable damage for PTs under extended steaming and also increase chances for major events (breakdowns, running aground or on reef, etc)."

Does this mean that you will need to keep PT TFs docked in your port to avoid this higher steaming damage, or does this just apply to PT TFs that are not in a friendly port hex?
fair winds,
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RE: PLEASE READ: Public Beta Guidelines

Post by romanovich »

ORIGINAL: erstad

ORIGINAL: StoneAge

55. When calculating the bonus for land unit planning for a target, the land unit and its HQs (corps and command) must be planning for same target to get the bonuses.

What Does this mean?
Does this mean that the 14th Army can only have 1 planning target set for the whole 14th Army at one time

As it reads literally, it's even worse. Everything within Southern army only gets a bonus if Southern Army HQ is planning for the same target they are. Is that really what this means? That's quite a change...

Also, does it matter how much prep the command HQ has? Could you have units, at, say 100 prep for various spots and change the command HQ each day to change the unit(s) that get the bonus?

Has this been answered somewhere?
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Valgua
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RE: PLEASE READ: Public Beta Guidelines

Post by Valgua »

ORIGINAL: Flying Tiger

great job. thanks!

i noticed that the map no longer scrolls when trying to set search arcs. i'm sure it scrolled before?
arc

I had the same issue. Is it a bug?
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PzB74
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RE: PLEASE READ: Public Beta Guidelines

Post by PzB74 »

Suddenly got black squares popping up and dissappearing over air units after adding the beta patch.
Not sure if anyone else have reported this.

Got a multicore pentium and the following switches:
deepColor -altFont -dual -multiaudio -dd_sw -r -autosave

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"The problem in defense is how far you can go without destroying from within what you are trying to defend from without"
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invernomuto
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RE: PLEASE READ: Public Beta Guidelines

Post by invernomuto »

ORIGINAL: Erik Rutins

Well, anyone who's blown a fuse already has a very short fuse. I think folks who decided they knew everything there was to know about the original WITP one month after that was release were wrong too. For one thing, I think Japan will find that while 1941 and early 42 may be a bit more even in the air than WITP was, 1943-44 will also be a bit more even than they were in WITP. But please do give the new update a try and let me know how it goes.

Glad to read this. I am fine with the zero toned down, but I hope not to see Uber Corsair like in WITP in 43+


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Admiral DadMan
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RE: PLEASE READ: Public Beta Guidelines

Post by Admiral DadMan »

ORIGINAL: PzB

Suddenly got black squares popping up and dissappearing over air units after adding the beta patch.
Not sure if anyone else have reported this.

Got a multicore pentium and the following switches:
deepColor -altFont -dual -multiaudio -dd_sw -r -autosave

"-dual" is not used any more. Take it out and use -SingleCpuStart or -SingleCpuOrders. I had to experiment to find the one that worked best for me, it turned out to be SingleCpuOrders.

I would experiment with taking out -deepColor and/or -altFont as well
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PzB74
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RE: PLEASE READ: Public Beta Guidelines

Post by PzB74 »

Thx I'll play around with the switches!
ORIGINAL: Admiral DadMan
ORIGINAL: PzB

Suddenly got black squares popping up and dissappearing over air units after adding the beta patch.
Not sure if anyone else have reported this.

Got a multicore pentium and the following switches:
deepColor -altFont -dual -multiaudio -dd_sw -r -autosave

"-dual" is not used any more. Take it out and use -SingleCpuStart or -SingleCpuOrders. I had to experiment to find the one that worked best for me, it turned out to be SingleCpuOrders.

I would experiment with taking out -deepColor and/or -altFont as well
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"The problem in defense is how far you can go without destroying from within what you are trying to defend from without"
- Dwight D. Eisenhower
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DrewMatrix
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RE: PLEASE READ: Public Beta Guidelines

Post by DrewMatrix »

Allies vs AI Scen 6:



1) Abadan has max docked size of 48K. I had a TF that was 52K return to Abadan and it docked. (0r appears to have). Furthermore, if I try to add to that TF I can add some huge number (4 billion tons) to the docked TF. This may not actually be docked but it lists as docked.

2) the word "Upgd" doesn't register in the correct column if you look at A/C production in a port. See below.



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Re 1 above:

Once you get a TF larger than the port sized docked, which seems to have happened here by having a very large TF return to the port and dock automatically, the limit stays "stuck on open" in that I can not only fill that TF as though it were legitimately docked, but other TFs that show up dock and I can add ships to them keeping the amount of shipping docked larger than the limit the port should allow.

Tell me if you need saves. I have a couple but should send them Email because there is more than one.

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herwin
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RE: PLEASE READ: Public Beta Guidelines

Post by herwin »

ORIGINAL: Valgua

ORIGINAL: Flying Tiger

great job. thanks!

i noticed that the map no longer scrolls when trying to set search arcs. i'm sure it scrolled before?
arc

I had the same issue. Is it a bug?

Looks like a bug!
Harry Erwin
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Akos Gergely
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RE: PLEASE READ: Public Beta Guidelines

Post by Akos Gergely »

same here, no mapscroll while a window is open...
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Don Bowen
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RE: PLEASE READ: Public Beta Guidelines

Post by Don Bowen »

ORIGINAL: Beezle

Allies vs AI Scen 6:



1) Abadan has max docked size of 48K. I had a TF that was 52K return to Abadan and it docked. (0r appears to have). Furthermore, if I try to add to that TF I can add some huge number (4 billion tons) to the docked TF. This may not actually be docked but it lists as docked.

....

Re 1 above:

Once you get a TF larger than the port sized docked, which seems to have happened here by having a very large TF return to the port and dock automatically, the limit stays "stuck on open" in that I can not only fill that TF as though it were legitimately docked, but other TFs that show up dock and I can add ships to them keeping the amount of shipping docked larger than the limit the port should allow.

Tell me if you need saves. I have a couple but should send them Email because there is more than one.


Please post a save just before the TF arrives at Abadan - in tech support forum. Also, is the allied side human or computer?
erstad
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RE: PLEASE READ: Public Beta Guidelines

Post by erstad »

ORIGINAL: Don Bowen

Please post a save just before the TF arrives at Abadan - in tech support forum. Also, is the allied side human or computer?

Don, stock scenario 1 starts with Samah in this condition. It is overdocked at the beginning, and if you create new TFs from the disbanded ships they also start docked.

MechFO
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RE: PLEASE READ: Public Beta Guidelines

Post by MechFO »

Hi

Just wanted to add that in Scen No. 2 Truk now has 2 (two) size 4 Repair docks. I suppose it should be only one.
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